fix(session): acknowledge login after first placement

ACE intentionally creates the local player Hidden and releases that materialization state on LoginComplete. Sending LoginComplete from raw F746 receipt raced canonical placement and left the login haze visible. Route one one-shot completion callback from Runtime's local first-entry terminal edge to graphical and prepared headless hosts; retain a guarded accepted-Create edge only for content-less headless sessions. Focused Runtime login tests, all 79 Headless tests, the connected user gate, and the Release build pass.
This commit is contained in:
Erik 2026-08-03 12:10:42 +02:00
parent f24532adf3
commit 175ad6b0d0
10 changed files with 107 additions and 48 deletions

View file

@ -29,8 +29,9 @@ namespace AcDream.Core.Net.Messages;
/// Retail clients send it once the portal-space transition animation finishes.
/// acdream's F751 teleport path now does the same through
/// <c>TeleportAnimSequencer.FireLoginComplete</c>. Initial session bootstrap
/// still sends from the PlayerCreate handler; that remaining ordering gap is
/// tracked as TS-28 in the divergence register.
/// sends from the canonical local-player first-placement completion edge, not
/// from raw packet receipt, so ACE's intentional Hidden/pink-bubble state is
/// released only after the client can actually present the player.
/// </para>
/// </summary>
public static class GameActionLoginComplete